Project crashing when launched from the launcher, but not from Visual Studio

Edit:
Ended up just making a new project and moving source files over, which in hindsight was faster than starting this thread. Really weird issue, though. Thanks for the help, anyways.

Having some weird issue where my project crashes during start up when I try to open the project file (always at 83%). However, when I build the project in Visual Studio, it compiles and launches the editor without any problems. Here’s the log I get when I try to open the project file:

MachineId:A99369B841900EEBFA8E4FA20AA9E627
EpicAccountId:a102052b53f1486c98fa4f96d2f37a26

Unknown exception - code 00000001 (first/second chance not available)

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 11] 
Cast of PlayerPawn //Script//Game.Default__PlayerPawn to Level failed

KERNELBASE + 293772 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FMsg::Logf__VA() + 463 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:531]
UE4Editor_CoreUObject!CastLogError() + 115 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\templates\casts.cpp:12]
UE4Editor_Engine!CastChecked<ULevel,UObject>() + 172 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\public\templates\casts.h:154]
UE4Editor_Engine!TActorIteratorBase<FActorFilter,FTickableLevelFilter>::operator++() + 255 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\public\engineutils.h:352]
UE4Editor_Engine!UWorld::UpdateCullDistanceVolumes() + 337 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:1237]
UE4Editor_Engine!UWorld::InitializeNewWorld() + 796 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:987]
UE4Editor_Engine!UWorld::CreateWorld() + 561 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:1053]
UE4Editor_Engine!UEngine::Init() + 1842 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:750]
UE4Editor_UnrealEd!UEditorEngine::InitEditor() + 46 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:447]
UE4Editor_UnrealEd!UEditorEngine::Init() + 1437 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:602]
UE4Editor_UnrealEd!UUnrealEdEngine::Init() + 45 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:42]
UE4Editor!FEngineLoop::Init() + 1247 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1967]
UE4Editor_UnrealEd!EditorInit() + 920 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealed.cpp:63]
UE4Editor!GuardedMain() + 926 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

I’m not sure what it means when it’s saying the cast failed. I don’t have any PlayerPawn classes in the level and it is not being casted to anything in my code. That being said, I think the crash started happening around the time I tried to cast a Character object to a PlayerPawn(Derived from Character.h), which obviously did not work, but I have since removed that code.

Hey Korimaru-

Could you post the log files from the crash? Other than running the debug mode through Visual Studio have you rebuilt the code since removing the cast from character object to player pawn (right click on the project name and choose Build)? Additionally you may want to try to verify the engine version you’re using if you’re running the Binary version or rebuild the engine if you’re using the source version.

Cheers

Hi,

I have tried building and verifying the engine with no luck. I went as far as to completely remove PlayerPawn.h and PlayerPawn.cpp from my code, and it is giving me the exact same error. Here are the log files generated last crash:

game.log

game-backup-2015.06.29-17.50.11.log

Hi Korimaru,

I see from your edit of your original post that you’ve gotten around this issue by making a new project and migrating your content over. I’m glad to see that the issue is no longer affecting you. It could be something to do with the conversion process from a previous version of the engine if that is something that you did with that original process. If the issue presents itself again, please let us know and we’ll be happy to help.